Stellaris Dev Diary #11 - Research & Technology

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Doomdark

Chief Creative Officer
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Hi folks!

It’s Monday and you all know what that means! Today I am going to talk about the technology system in Stellaris. If you have stayed up-to-date with the information flow, you probably know the basics already: there are three types of technology: Physics, Society and Engineering. Each one has its own research track, and each department is headed by a scientist character. You thus normally research three technologies in parallel.

stellaris_dev_diary_11_01_20151130_research_view.jpg


Now, I want each new game of Stellaris to be a new and different journey. That is why the game does not have a “tech tree” in the classical sense. Instead, each time you start up a new research project, you are presented with three semi-random choices. This is a bit like drawing three cards from a deck of cards, picking one and returning the other two to the deck. However, to continue with this metaphor, the trick is in the shuffling... The deck is very much stacked, so to speak. Especially in the early game, some cards are extremely likely to end up in the top, so that all players get a fair start. What happens in the background is a complex weighting of various factors, like the ethics of the empire, the traits of the scientist character in charge of the department, the techs you already have, etc. I guess you could say the result is something like a fuzzy, hidden tech tree.

Certain technologies are considered rare or very rare, and these are clearly marked so that you know you should probably pick them lest you never see them again... There are also “tech cards” outside the deck (this card metaphor is really useful!), that can only be drawn in special circumstances, like when researching certain Anomalies, investigating debris, etc.

Of course, there are only so many normal technologies to research, so you will eventually have most of them. To keep things interesting even in a very long game though, there are also many procedurally generated “improvement technologies”. For example, techs that improve all types of laser weapons by a small degree. These technologies are a bit like the “Future Technologies” in Civilization except that you can start getting them long before you’ve actually run out of scripted technologies.

stellaris_dev_diary_11_02_20151130_research_complete.jpg


As with any game like this, techs get progressively more expensive, meaning you cannot neglect building research labs and stations lest you fall behind the other empires of the galaxy (however tempting it might be to use your precious real estate to produce more Minerals and Energy Credits…)

Stellaris Dev Diary #12 - Policies and Edicts
 
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... So I can't get tech B unless I have tech A, or it's more likely for me to get a proposal for tech Y if I already have tech X?

Both. Sometimes there is a prerequisite, sometimes you need to already have unlocked a certain amount of techs and sometimes a tech is extremely unlikely of appearing unless some condition is met.
 
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Wouldn't it be more strategical to have the weight for each technology (instead of the lone rareful ones), with a convenient tooltip explinaing the weight for each one?
I'm thinking to something like:

Chance of appearance:
Xenophobia: +10%
At war: -10%
Only 3 technologies in this field of reseach: -20%
Disgruntled Pops: -20%

This way, it could help to decide if such or such technology may be worth to be returned to the deck, at the risk it won't appear at all, or much later.

In theory, good idea, in practice, not so much. We've decided that how the techs are generated, as one of three options, is not something we want to make transparent in the game.
 
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I'm a little worried. If there are so many techs and there's no linear tree how can we evaluate other factions tech level? Especially with autogenerated techs. How do I know they have great lasers or industrial output?

You fight them.
 
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People will want to know and will find out somehow (probably game files). I think this will just end up being frustrating. I'd strongly advocate for displaying information like this to the player. Hidden systems, especially of that magnitude, are bound to cause annoyance.

Well, exploring how the tech system works behind the scenes is probably a part of what a lot of our player base would see as fun. Exposing it would be very difficult, and not be worth the effort.
 
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Will there be techs that would be mutually exclusive to each other
like going biological path of a tech or a electronic path of a tech
that would give more unique to races
like one race would go down the biological path have these half tentacle looking ships
while others would go like a more standard futuristic ships
and etc

Somewhat. But the exclusivity comes more from ethics than from other tech choices. Collectivists and Individualists will have different approaches to colonization.
 
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I am curious how do your scientist gain xp and does their level affect the techs you get to choice from?

Most activities that a scientist can take will grant them various amounts of experience. Leading a research-department within a field grants a small but steady amount while exploring the wonders of the galaxy grants a higher but more unpredictable chunk on each amazing discovery/catastrophic failure/horrible mutation.

Can you have scientists with special abilities that let you choose from 4 different techs? (or 2...)

Some Empires will likely have the ability to generate additional (or possibly fewer) tech-choices, but that is not necessarily dependent on the scientist.
 
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